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Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents
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The Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open.
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“For instance, the standard protocol for the Atari benchmark (a set of environments that require limited generalisation (Cobbe et al., 2020)) is to use 200M environment interactions per game (Machado et al., 2018)”
From Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning (2024) · cites this paper as Machado et al., 2018
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“We abide by Machado et al. (2018)'s recommendations of evaluation protocol, including the use of stochasticity, ignoring the lives signal, and reporting the average performance during training.”
From Loss of Plasticity in Continual Deep Reinforcement Learning (2023) · cites this paper as Machado et al. (2018)
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Duarte, F. F., Lau, N., Pereira, A., & Reis, L. P. (2023) · Lecture notes in computer science · doi:10.1007/978-3-031-49008-8_10 · Cited by 1
Li, J., & Allan, V. H. (2024) · IEEE Annual Computing and Communication Workshop and Conference (CCWC) · doi:10.1109/ccwc60891.2024.10427616 · Cited by 1
Distributional Reinforcement Learning with Sample-set Bellman Update
Zhang, W., Wang, J., & Yu, Y. (2024) · Proceedings - IEEE International Conference on Robotics and Automation/Proceedings · doi:10.1109/icra57147.2024.10610740 · Cited by 1
Guo, J., Han, C., Ma, Y., & Zhang, C. (2024) · IISE Transactions · doi:10.1080/24725854.2024.2425292 · Cited by 1
Roy, S., Saha, S., & Das, S. (2025) · IEEE Transactions on Emerging Topics in Computational Intelligence · doi:10.1109/tetci.2025.3593841 · Cited by 1
Agent-based Learning for Auto-Navigation within the Virtual City
Dawn, S., Saraogi, U., & Thakur, U. S. (2020) · International Conference on Computational Performance Evaluation (ComPE) · doi:10.1109/compe49325.2020.9199993 · Cited by 1
Sensitivity and robustness of end-to-end data-driven approach for building performance optimization
Naug, A., Quiñones-Grueiro, M., & Biswas, G. (2021) · ACM International Conference on Systems for Energy-Efficient Buildings, Cities, and Transportation (BuildSys) · doi:10.1145/3486611.3488728 · Cited by 1
Show me the Way: Intrinsic Motivation from DemonstrationsPreprint
Hussenot, L., Dadashi, R., Geist, M., & Pietquin, O. (2020) · arXiv (Cornell University) · Cited by 1
The Intersection of Planning and Learning
Moerland, T. M. (2021) · Research Repository (Delft University of Technology) · doi:10.4233/uuid:5437884e-0078-4b36-b2c7-c6edfea3b418 · Cited by 1
Correcting Momentum in Temporal Difference LearningPreprint
Bengio, E., Pineau, J., & Precup, D. (2021) · arXiv (Cornell University) · doi:10.48550/arxiv.2106.03955 · Cited by 1
Utilizing Skipped Frames in Action Repeats via Pseudo-ActionsPreprint
Hashimoto, T., & Tsuruoka, Y. (2021) · arXiv (Cornell University) · doi:10.48550/arxiv.2105.03041 · Cited by 1
Castro, P. S., Kastner, T., Panangaden, P., & Rowland, M. (2021) · arXiv (Cornell University) · Cited by 1
Towards robust and domain agnostic reinforcement learning competitionsPreprint
Guss, W. H., Milani, S., Topin, N., Houghton, B., Mohanty, S. P., Melnik, A., Harter, A., Buschmaas, B., Jaster, B., Berganski, C., et al. (2021) · arXiv (Cornell University) · doi:10.48550/arxiv.2106.03748 · Cited by 1
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Hallak, A., Dalal, G., Dalton, S., Frosio, I., Mannor, S., & Chechik, G. (2021) · arXiv (Cornell University) · doi:10.48550/arxiv.2107.01715 · Cited by 2
Improving Experience Replay through Modeling of Similar Transitions' SetsPreprint
Neves, D. E., Batisteli, J. P. O., Lopes, E. F., Ishitani, L., & Patrocínio, Z. K. G. (2021) · arXiv (Cornell University) · doi:10.48550/arxiv.2111.06907 · Cited by 1
Metadata
- Authors
- Machado, M. C., Bellemare, M. G., Talvitie, E., Veness, J., Hausknecht, M., & Bowling, M.
- Affiliations
- University of Alberta (CA)
- Franklin & Marshall College (US)
- Google DeepMind (United Kingdom) (GB)
- Microsoft (United States) (US)
- Venue
- Journal of Artificial Intelligence Research
- Publisher
- AI Access Foundation
- Published
- 2018-03-19
- Volume
- 61
- Pages
- 523-562
- ISSN
- 1076-9757 (ISSN-L)
- OpenAlex
- W2754879180
- Cited by
- 359
- References
- 93
- Citations by year
- 2026: 9 · 2025: 16 · 2024: 21 · 2023: 27 · 2022: 30 · 2021: 71 · 2020: 71 · 2019: 73 · 2018: 39
- FWCI
- 35.74
- Type
- journal article
- Language
- en
- Open access
- diamond
- doi.org
- Licence
- cc-by
- Locations
- Journal of Artificial Intelligence Research (publishedVersion, cc-by)
- arXiv (Cornell University) (submittedVersion)
- arXiv (Cornell University)
- Funders
- National Science Foundation (1552533)
- Compute Canada
- Alberta Machine Intelligence Institute
- DeepMind
- Alberta Innovates - Technology Futures
- Alberta Innovates
- Topics
- Physical Sciences › Computer Science › Artificial Intelligence › Reinforcement Learning in Robotics
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence in Games
- Physical Sciences › Computer Science › Artificial Intelligence › Artificial Intelligence Applications
- Keywords
- Arcade Learning Environment, evaluation methodology, benchmark results, deep Q-network, game modes, evaluation best practices
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
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